Part 1 reached over 1200 posts in less than a week. Clearly the smuggler & bounty hunter professions care deeply about the design of any kind of smuggling system. I'm really happy with the level of response. A lot of people who don't normally post are chiming in with their opinion and, in general, the discussion has been civil.

I want to try and distill the discussion down and start to find solutions. Here were the three big issues that turned into long discussions.

Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.

Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:

Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs to a faction. You could possibly be ambushed by thugs from that supplier.

The rewards for critical missions would be somewhat higher than normal missions. Also, some types of illegal cargo would only be available via critical missions. The RISK is possible PvP as well as other penalties. The REWARD is rare components (if you cheat the supplier) or better cash.

What about normal players scanned with illegal items? For now, it seems reasonable that we don't add visibility for normal players. That's too much to ask of the player base as a whole. Later, we could possibly add a level of illegality above Highly Illegal (say, Military Class) that gains visibility. It seems wise to leave this area open for future discuss, but not include it in a revamp.

Summary 2: The second major issue revolved around the punishments for being caught with contraband:

Some players feel that dying isn't enough of a punishment.

Some players recommended a faction hit.

Some players feel that storm troopers are too weak.

Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:

Loss of GCW faction.

Loss of NPC faction.

Combat & risk of death.

Confiscation of the illegal goods.

One possibility might be to make it so that the scanning NPC isn't the NPC that attacks. Instead he "calls for backup" and the backup is relative to the player's level. This brings up the possibility of a group of players using a low level smuggler to spawn lower level faction targets. The solution to stopping faction farming of scan spawned NPCs is to prevent them from giving GCW faction. There are many other legitimate ways to gain faction. Even if it seems inconsistant, it does make some sense that the Rebels aren't necessarily going to reward a player for killing troopers just doing their job.

This also means that high level smugglers would be dealing with security forces tougher than your average Stormtrooper.

It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.

Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.

This is an issue I need to think about more before I develop a complete opinion.

At this point, we know the arguments from every side in the debate. There have been enough posts for us to understand the views involved. In this thread, let's talk about possible solutions and compromises. Instead of perpetuating the debate on PvP vs. PvE, look for ways that the two views can be reconciled. This is the next key in effective game design for massively multiplayer games.

I like the two different types of missions given in Summary 1. It seems like this would be a good compromise between people who want PvP and people who don't. And it's great to have the enticement of better rewards for the higher risk missions, where a failure could result in ending up on the BH terminals. I'll probably be too greedy to resist

> Rebel commanders could then have some immunity from scans in their home regions.

I like this. As many suggested in part 1, neutral factions [CorSec, etc] should also scan.

Actually, why couldn't Jabba do some scans, too? I'm sure he doesn't want anyone sneaking things into his palace without his knowledge/permission [trying to control the market]. This one requires some more thought, though, the rules would be a little different.

I saw that you created another thread for this. Let me post this here as well. Thanks!

First off, I like this thread, its near and dear to my heart. Thanks for doing this GreenMarine.

But lets be honest here. Anything short of PVP Player Bounties just won't work right. With an AI NPC BH hunting me, I will never be scared. There are so many ways to win or escape its pointless. I could simply run away and it will never follow me. It would probably be able to be killed. You might as well make it invincible, allow it to teleport and give it instant one shot kills to do it justice. But then that wouldn't be very fun or Star Warsy then would it? You would then have to have an army of npc BHs right by me to take me down. Thats not realistic either. I win against an NPC BH everytime. Everyone would be like me too.

Lets face it, to do anything approximating an actual BH it has to be the real deal. Besides, if every profession can opt out of being hunted by Bounty Hunters then what hope will we ever have for normal player bounties? Whats the point of BHs existing since the Jedi will soon beat them all regularly? All professions will glady say PvE and player bounties will never be. The Smugglers are the only hope for Bounty Hunters and a bounty system at this point. If its optional that I can face an NPC or a PC, I'll choose the NPC everytime because I will always win.

With a PC Bounty Hunter after me, I would actually be scared. I would plot carefully how I travel, where I travel and who I'm with. It would be a fun cat and mouse game for the both of us. It would be an honest to God smuggler experience. I would have to hide in dark corners of the galaxy because I know the BH can find me and take me out. My real question is, how can you be a Smuggler but want to take all the danger and glamour out of it? I mean, sheesh, I would jack every shipment for myself and never fear the NPC BH. It has to be PC Bounty Hunters or bounties are a joke.

Vick Cloudwalker

If you like my ideas, you would probably like the others too! Please support me!

All I can say is thanks for the love GM. oh also im looking for a big brother for my dodge ball tourney for my team but most of my team is 30+ but we could always use some help (yup just saw the movie and its to funny). But really man thanks for the hard work.

I like the two different types of missions given in Summary 1. It seems like this would be a good compromise between people who want PvP and people who don't. And it's great to have the enticement of better rewards for the higher risk missions, where a failure could result in ending up on the BH terminals. I'll probably be too greedy to resist

Aye, simple and effective. I am somewhat dismayed that the general populace doesn't gain visbility when using illegal goods, but I understand the decision. As long as the law is felt in big enough ways to warrant our services, I could care less. Besides, as long as they get hastled I like it *muahahahahhahaa*

I'm also very glad that the choice to be hunted by BH's will be implemented!!!!! Hotdog!!!! I'm also very happy that the only ones who are going to be taking bounties are the BH players! I love you guys, you guys are like Tom.. and we smugglers are like Jerry. We're Bugs Bunny, and you guys are Elmer Fudd (I know you BH's hate being compared to Mr. Fudd). Woot!

I hope you level your guns at me, because i will duck under your gun sights, rush you, knock your gun to the ground then lay into you. Momma didn't raise no fool! Anyways, I look forward to avoiding you

One thing i think would be really cool would be able to buy the BH off from the mark. Hear me out on this one, u would pay the BH off to say he took u out and u would drop him some cash to get u off ther terimnals. Not all BH would go for this (well my old bh character would since i was all about the credits). But this could give some RP to the game between BH and smugglers and could turn out to be some good fun maybe. But just my thinking

One point that I can add is that I really like the way you split the Normal/Critical missions. I'm ok with a player choosing not to risk PvP involvement, but that's only ok with me as long as the player choosing the "visible" mission is rewarded more greatly for it.

Allow me to repost a couple of ideas from the old thread, as they fit, I believe, squarely into the "solutions" category:

I'm not sure I much care for the NPC bounty hunter idea. The bounty hunter's job is to hunt down hard merchandise and deliver it to the employer (or, in SWG's case, kill the target). I don't want NPC bounty hunters the same was I don't want NPC smugglers.

That said, I do not think PvP should be required for all people all the time. Here's an old idea I had that I'll throw out for everyone.

Novice Smuggler to Underworld 3 allow for PvE smuggling missions. This is basic stuff. Grab cargo from employer, deliver to recipient, get paid. Maybe even throw in some NPC engagements at the meeting point or something. Allow the slicing skill to help determine whether or not opposition is to be expected, and possibly to misroute any authorities from the dropoff point. In this case, death equals mission failure.

Underworld 4 not only ups the level of mission you can take PvE-wise, but also allows for missions that may result in a bounty being placed on your head. The mission descriptions would say something similar to: "Warning: Failure of this mission may result in a bounty being placed on your head by the employer. Accepting this mission signifies you accept that possibility." Since these missions have a higher degree of risk, higher rewards would be offered. Master Smuggler again increases mission difficulty.

This isn't a case of PvPers vs. PvEers. It's a simple matter of those who (like me) want to take the risk of being hunted by a person in exchange for a higher reward if we are successful. I'm no PvPer, but I'll gladly accept being hunted by a BH if it means we have a meaningful profession in this game.

Granted, this only takes into account smuggler missions. I think GreenMarine's expanded visibility idea would be good, so long as there is decay over time, and possibly a way for smugglers to slice terminals to relieve that visibility (which does exist in GM's current plan). Those who wish to take the chance are rewarded with the ability to use better weapons, at the risk of being hunted, but there is a way to get out of it.

I respect the PvE position greatly. I am a PvE player. I rarely PvP outside of RP events and friendly duels. But it is time for people to realize that spices and sliced weapons and armor are not rights. They are priveleges for those willing to take the risk of using them.

and....

One thing I don't really care for is all the attacking. For one, it would suck if I'm on my way to Endor to meet up with a group and I end up having to go get new buffs because I got scanned at an inopportune time. However, I don't think there should be no penalties for carrying illegal items.

What I recommend is a fine system that allows fines to be built up over time. For instance, under GM's system above, if you're caught with a quasi-legal spice (thrusterhead maybe), you are attacked. According to the in-game lore, the ONLY current spices that are banned or outright illegal are muon gold and scramjet. What I recommend is the following:

Quasi-legal items result in a small fine. Not too much, but not too little either. It should sting a bit, but not hurt financially. The fine is not paid immediately, but the player must travel to an NPC town (maybe even just capitols) and find an Imperial Desk Clerk to clear up the fine.

Banned items will result in stiff fines and a small amount of visibility. Again, the fines are paid at a desk clerk in an NPC city.

Highly illegal items are as above--attacks, high visibility, etc.

Fines can go so long without being paid before a warrant is put out for you. Since there is no incarceration, a "warrant" would put a flag on your character that would be checked during scanning. If a warrant is found, the scanning team will attack. Death removes the warrant and pays the fines automatically. Surviving adds visibility.

Visibility would go to the BH system. When a certain amount of visibility is reached, the Empire (or whoever) puts out a bounty for you. Death clears the bounty (and automatically pays the fines owed, if any). Killing the BH adds visibility. Visibility is sort of an "infamy" system in itself. High visibility means a high frequency of breaking Imperial law. Visibility should decay over time. The goal is to send BHs after repeat offenders--not the recreational spice user (unless that spice is on the "banned" list).

Smugglers will have the skill at Slicing I to slice in to a bounty terminal to check on visibility and warrants. Warrants and bounties can both be removed, resetting visibility and all fines up to that point. The more visibility and fines accrued, the tougher the job. Detection of the smuggler causes a bounty to be placed on his/her head at maximum visibility AND a warrant is issued for the smuggler. At this point, it is wise for the smuggler to lay low for a while. At this point, we could add in the false ID skill for scanning checkpoints to fool the NPCs for a while.

It's really a small change to the overall system (though I have no doubt it's somewhat more complicated to code), but I think it adds a decent "realism" factor to the game. Since I don't think Stormtroopers have "kill all criminals on sight" in their job description, fines make more sense and are more internally consistent to the game world.

I'd like to keep the amount of "attack on sight" to a minimum. Consequences need to be real and fitting of the crime. Also, the "casual" player needs to be considered. Those with very limited time to play per day could find it extremely irritating if they were killed when about to go join a group. This is also a reason I'd like to see covert scanners restricted to bases only, but that's a different discussion.

The fines system allows those who do not wish to participate in PvP an out. While they are still penalized for their illegal actions, PvP can be averted merely by paying the fines.

I would rather not see contraband penalties removed from the revamp and then later put in, as we will see (as we are seeing now) stiff opposition to adding it in. "Why should we be penalized for doing something we've always done?" The longer we go without penalties, the harder it will be to garner support for their addition.

I hear u kaptainkrude, Im not really into PVP but if i get more out of it Im going to go the PVP missions if its more Roleplaying involved. I dont mind doing some PVP if i get a better pay out and the bh get to hunt me and get to actually enjoy hunting me if a mission goes bad and my client doesnt get his goods if i dont deliver

I would like to see smugglers have more of a choice when it comes to slicing armor/weps so that the smuggler could choose what the desired effect will be. If I want to slice my chest plate for effectiveness, I could pop on somethin along the lines of a flow analyzer and run the risk of screwing up the slice and slicing for low % encumbrance slice, but if I suceed with the slice, I get the desired slice. I really wouldn't like to see 100% success tools comin out to guarentee a specific slice, so that its a little more rewarding when you gamble with the slices. Also, I would like to see some kind of system where if I didn't like my first slice for the weapon/armor, a higher level smuggler can take another whack at it and try to slice it again, with the risk of destroying the armor, or some other kind of punishment. Just an idea

Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.

Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:

Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs to a faction. You could possibly be ambushed by thugs from that supplier.

That sounds about right. If you dont want to PvP, then stay away form the good stuff.

Summary 2: The second major issue revolved around the punishments for being caught with contraband:

Some players feel that dying isn't enough of a punishment.

Some players recommended a faction hit.

Some players feel that storm troopers are too weak.

Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:

Loss of GCW faction.

Loss of NPC faction.

Combat & risk of death.

Confiscation of the illegal goods.

I hope when you say "illegal" items, you mean just the ones you got from a smuggling mission (not a sliced gun). If thats the case then YEAH, you took the risk and failed the mission. Why shouldnt you have your items taken away? What also might work as a "harder" punishment would be to have the person that got scaned be banned from the area (as soon as they walk into Mos Espa they get a TEF). So now not only did they die, lose their items, and piss Jabba off, but they cant re-enter the area they were scaned in for 24 hours. Also, if you did "lose" Jabbas item, wouldnt that mean you wouldnt be going back to see Jabba anytime soon?

Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.

Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.

I cant really comment of this because I dont have any understanding to how good these new spices/slices might be. I have full faith that GreenMarine will keep his word and give us some crazy new spices.

In closing, I feel that GreenMarine knows what the community wants and will do his best to deliver. No other Dev has ever come across so to the point before. He is lessoning and doing a great job keeping up with our every demand (he even has a few ideas that I posted in the forum months ago). I glad that our revamp was delayed, or GreenMarine wouldnt have been working on it.

Keep up the great work GreenMarine, the community is behide your every idea.

if the punishment is too harsh, it will cause a depression in the slicing market. but honestly, that would be a "good" thing. smuggling is about making money "smuggling", not just enhancing weapons.

i know this deals indirectly with smuggling, but i have noticed a contingent that would also like to see illegal items not be avaiable for purchase off of vendors or bazaars. they fact that they are plays more to the player base than the continuity of the GCW. anything found on the bazaar to be illegal would be immediately confiscated by imperial forces. spices and sliced weapons/armour should not be able to be found at the corner store.

armoursmiths and weaponsmiths will complain that it takes away from their business or increases their cost. that is definitely true. but the combat revamp is going to make us all weaker than we are currently used to being. it is still necessary for continuity and game balance though. that is a minor thing to take away from a Weaponsmith/Smuggler or Armoursmith/Smuggler and throws the business of slicing to those that should have it... smugglers who aren't crafters.

as for spice and slicing tools, it sends people looking for their "pusher". it causes it to feel more like a "habit" because you can start building an actual clientel. we also need experimentation and for resources used to mean something to differentiate our products. just as people will seek out the best weapons and armour, they should also be able to find the best "smuggler".

For Contraband punishments, I think we all agree that the punishment increases as we get into more illegal items. I think that anything Quasi-legal shouldn't result in confiscation or being attacked. I think being fined credits, and loss of factions points (either GCW, NPC, or even both) is enough of a punishment. When I think of Quasi-legal Contraband I think of items that lower/middle class players (being their economic standing) would rather not get caught with due to the fines, but that upper-crust rich players don't worry about (y'know, because they're rich! ). This is somewhat similar to our own legal system, where some rich or high-profile people aren't worried about being fined for speeding, parking improperly, or even slightly worse violations. Also, if you get scanned by a GCW NPC then the fine should be reduced the higher in Rank you get. I don't know if it's possible Green Marine, but could the same thing work for NPC factions? If I have 5000 Jabba standing, then can the game detect that and give me a slight fine reduction?

The Quasi-legal punishment system is certainly tailored to be easy on the rich players, yet harsh on the poorer players. But, this makes some sense, mainly because the Quasi-legal items will be the much weaker Spices and less high-end items. These are the items that the poor/middle-class players can afford, so they are the most likely to purchase them. The richer players want the best goods, so they're going to head for the more illegal items.

Now, let's think about Banned goods. Banned good should be subject to confiscation, perhaps if there are multiple items or a stack of items then only a partial confiscation of the goods. Any faction loss imposed should be harsher than what you'd get hit with for having Quasi-legal Contraband, but higher Ranked players once again should have lesser losses. They DO still need to receive some kind of loss at the Banned goods level. You may be a Colonel, but your superiors won't think you're such a great officer if you're toting around Banned items! There could still be a fine in terms of credits, but I think players should also be given a choice: lose faction standing, or lose credits. The amount of credits lost would have to be somewhat significant, at least high enough that players would consider giving up faction points rather than take a hit to the wallet but still not too much so that most players can afford the pay the fine. This would equate to you "pulling Rank" to get out of the fine, but by doing so you'd still receive a penalty in the form of Faction point loss.

Highly Illegal Contraband will definitely carry a chance of getting attacked. In fact you should get attacked 99% of the time, and goods should get confiscated 100% of the time. Maybe, just for a slightly realistic feel, if you're carrying multiple Highly Illegal goods, or a stack of goods then a very small amount would remain in your inventory, as if the scanners missed that list bit of Spice at the bottom of your pack! For GCW scans, Rank should have barely any effect at all so that only very highly ranked players even notice the difference. Fines in terms of credits should be substantial, but like with Banned goods, the fine could perhaps be lessened or wiped completely if you sacrifice faction points (or even an entire Rank). Again, fines would have to be quite high to make the concept of losing factions points actually seem like a good alternative, but not so high that we're making everybody bankrupt! I want to stress that while Rank does lower the penalty at this level it is not a significant amount. The goods you're carrying were not only banned, but given a class HIGHER than that! Banned wasn't a strong enough description for these items, and there is NO WAY anybody is going to let you off the hook easily no matter how high your rank is.

I do like the idea of a rating above Highly Illegal (though I don't care for the term Military Class... no offense GM! ) This class of items would certainly carry the most extreme penalties. Faction Rank should actually work against players at this level. A Private caught with these items is going to be in hot water (attacked, items confiscated, VERY VERY HEAVY fine or faction point loss), but a Colonel (who should be setting a good example for his troops!) should be dipped in hot lava for 6 minutes before being baked, roasted, sauteed, and flame-broiled (attacked, items confiscated, EXTREME fine or faction point loss or even loss of Ranks). This class of items is a great idea, but I agree it should wait until after the main part of the revamp.

Summary of what I think is fair:

Quasi-legal - Mild Fines, and Faction loss. Both can be reduced by Rank (in the case of GCW scans) a significant amount. Confiscation if rare (5-20% chance), and this never results in being attacked.Banned - Medium Fines and Factions loss again. Both can be reduced by Rank (for GCW scans) but it is a less effective reduction at this level. If only being Fined, player can choose to lose Faction points instead. Confiscation is common (40-70% of the time at least), and being attacked is rare (5% chance).Highly Illegal - Heavy Fines and Faction loss. Both can be reduced by Rank (for GCW scans) but the reduction only applies to very high ranks and is not a significant reduction. If only being Fined, player can choose to lose Faction points instead. Confiscation is near absolute (90-100%), and attacks are very common (60-90%).Military Class - Dude, just hang up your coat. You've lost

I can't say enough how much I appreciate what you're doing GM. Smuggler is the first profession I ever became when I bought this game one year ago, and I've loved the profession ever since. I'm extremely excited reading the changes you're proposing, and want to thank you for giving us such a high level of involvement.

I shall now sing a song.... /sing Did you ever know that you're my heeeeeeeerroooooo!

One point that I can add is that I really like the way you split the Normal/Critical missions. I'm ok with a player choosing not to risk PvP involvement, but that's only ok with me as long as the player choosing the "visible" mission is rewarded more greatly for it.

Kudos.

I agree, and I think it's emphasized by what RogueCloudwalker was talking about when he said: "If its optional that I can face an NPC or a PC, I'll choose the NPC everytime because I will always win

The reward for doing a Critical mission (or for stealing the goods from such a mission) would have to be good enough that players are willing to risk the PvP. Sure they could do a Normal mission and beat the NPC BH every single time, but they don't have that chance of stealing the more rare and/or better loot from the mission and they get less payout if they complete the mission normally. If players aren't compromised adequately for doing (or stealing from) Critical missions, then everybody is going to take RogueCloudwalker's attitude and just pound on NPC BHs.

I'm not picking on you personally RogueCloudwalker, but your comment pretty well sums up why the reward for Critical missions has to be good enough to be worth the extra risk.

Instead of perpetuating the debate on PvP vs. PvE, look for ways that the two views can be reconciled. This is the next key in effective game design for massively multiplayer games.

What immediately popped into my head when reading this line was this... make any missions that could result in PvP "bonus" missions, or offshoots of the original mission.

Example 1: Jabba has me run a shipment of glitterstim to a contact on Lok. As the mission progresses, I find out from an NPC at the spot I was supposed to meet Jabba's contact that he has gone into hiding because of threats from some of Nym's local goons. This NPC, also an associate of Nym, instead offers me some work for him.

At this point I am given the option to a.) continue on the regular mission, and meet up with Jabba's contact as originally planned, but in the new hidden location; or b.) take up the offer from Nym's thug, knowing very well that the added "visibility" or Jabba faction hit could land me on a Bounty Hunter terminal courtesy of Jabba himself.

This way, the risk of PvP from BH's is my own choice.

Example 2: A Rebel sympathizer on Corellia is looking for someone to smuggle a shipment of highly illegal weapons into a center of Imperial power to help supply some Rebs planning a night attack on a weapons production factory. This mission is high paying, but is really only for the most suicidal pf smugglers. The factory in question is in Bestine, and Imps have already gotten word from an informant that Rebel insurgents are planning something on Tatooine this evening, and are on their highest security alert.

At this point, I have a number of choices: I can a.) take the mission myself, and understand that I will be overt as soon as I am spotted by the first Imp NPC on Tat, and attackable to ALL Imps, NPC and PC, until I return to the mission giver with proof of delivery; or I can b.) deliver the weapons to a third party NPC smuggler for a lesser reward, but would only be faced with attacks from thug NPCs en route, or c.) I could keep the weapons myself and take a huge Rebel faction hit.

Going this route, it even allows the opportunity for non-Smugglers to take part in our missions. If I decide to deliver the weapons myself to the Rebels hiding in Bestine, I might ask my friends to go overt and raid Bestine at the same time I am arriving there, to create a diversion as well as remove some of the Imp NPCs that I will need to avoid to complete my mission. Also, since the mission is on a timer, the Rebel attack itself could go off while we are there, and we could not only witness it, we could take part in it.

Basically, as long as the player can always choose a non-PvP path within the mission, he will have only himself to blame if he gambles and loses.

It seems that we should make more factions other than Imperial scan. Why can't the Rebels scan in a Rebel controlled territory? They aren't going to like spice abuse much either. Rebel commanders could then have some immunity from scans in their home regions. Naboo's Royal Security Force (a neutral faction) might also scan and have their own forces to deal with violators.

This interests me. I dont know if i just didnt read something posted, but does this mean that there are going to be factional controlled territories? Are we finally going to be able to fight for land area? If that is what that means, than I am getting more excited by the hour.

While i belive whole hartley that the smuggler and BH professions need to be seriously revemped, i dont feel the community should have to cater to thoes smugglers who don't wish to enguage in pvp. You chose your profession, affiliation, guild ect...knowing the "risks" of the prefession before you start grinding the first point of xp.

The only possible reson i can see for a demand for non pvp smugglers are that the smuggler community must be concerned that there aren't adiquit combat skills to protect them from BH. to which i have two points to make.

Have faith in the devs and this revemp, i have a feeling that its going to be hudge. I didn't know what to expect for the jedi revamp and i have spent the last month on TC, all i can say is WOW! And for as much as the smugglers have complained for the past year i can't imagin it being a disapointment. (smuggler was my first profession 11 months and 30 professions ago )

Im not sure smuggler was ever meant to be a "combat" profession by it self. I always thought of it as more a bonus profession to pistoleer and hopefuly one day tk. Also with 2 more professions at you finger tips after you master smuggler theres no reason people who are concerned with being attacked can't defend them selfs.

To me its an all or nothing situation, either your the big time master smuggler out running imperial star cruisers to make your shipment of illegal fire arms to the Hutts for a great reward and prestigue, or your the bumbling fool who sneaks a stick of bubble gum out of the local dollar store. To me the second option sounds more like a thiefe and less like a smuggler.

**Last point here... I play jedi knowing all to well the benifit/risk relationship. Now i know its a whole diffrent ball game, but hear me out on this. I gain visability from using force, fighting players, ect ect ect but i continue to do so because thats the profession i chose to play. If i die, i die.. you win some you lose some, but look on the bright side smugglers, you dont lose anything but a set of buffs and a little dignety when you die. suck it up!

Summary 2:

Just a thought on the penality and reward system. First off i think that while st's should be and are doing random serches, i think probots should be doing the majority of the work. I think they should be a very active unattackable part of the game. Not uncommon to see 15-20 floating around large commercial areas and through out the planet. I think in my time on adventure planet i have ran into a probot once.

As for your benifit reward system i suggest a real "under world" when players can earn names for them selfs by suscessful missions, or counter BH attacks and become real world famous smugglers. Similar to a ladder system on D2 where the most sucessful smuggler can demand higher prices and negioate further based soley on his/her rep. Smuggler could compete for player or npc contracts and death by either npc or Bh woul greatly effect this ladder system. And you could even add bonus to the higest lvls of players on the ladder system. ie... greater suscess when expermenting on spices, higher or better avrage quality slices. ect...

This would create a real under world feel, players would seek out the most experinced smugglers to do there dirty work and would create great competintion in the smuggler community. cause lets face it, if your not smuggling it, someone else will. I doubt solo was friends with any of his rivials.